Fighter is a class in 5th edition.
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Fighter Overview Table
- 1.5 Fighting Style
- 1.6 Second Wind
- 1.7 Action Surge
- 1.8 Martial Archetype
- 1.9 Ability Score Improvement
- 1.10 Extra Attack
- 1.11 Indomitable
- 2 Sources
As a Fighter, you gain the following class features.
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength , Constitution
Skills: Choose two from Acrobatics , Animal Handling , Athletics , History , Insight , Intimidation , Perception , Survival .
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Fighter Overview Table
|1st||+2||Fighting Style, Second Wind|
|2nd||+2||Action Surge (one use)|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Martial Archetype feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Indomitable (one use)|
|10th||+4||Martial archetype feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable (two uses)|
|14th||+5||Ability Score Improvement|
|15th||+5||Martial Archetype feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses), Indomitable (three uses)|
|18th||+6||Martial Archetype feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
You adopt a particular style of fighting as your specialty. Choose one of the following options.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at 2nd level, you can push yourself beyond your normal physical limits for a moment. On your turn, you can take an additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
|Arcane Archer||This archetype infuses arrows with magic.||Arcane Archer Lore, Arcane Shot, Magic Arrow, Curving Shot, Every-Ready Shot||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
|Banneret||a.k.a. Purple Dragon Knight. This archetype focuses on nobility and leadership.||Restriction: Knighthood, Rallying Cry, Royal Envoy, Inspiring Surge, Bulwark||Canon, Pointer||Fair Use||Sword Coast Adventurer's Guide|
|Battle Master||This subclass gains dice to use for maneuvers.||Combat Superiority, Student of War, Know Your Enemy, Improved Combat Superiority, Relentless||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Cavalier||This archetype focuses on mounted combat and protecting allies.||Bonus Proficiency, Born to the Saddle, Unwavering Mark, Warding Maneuver, Hold the Line, Ferocious Charger, Vigilant Defender||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
|Champion||Champions focus on the development of raw physical power||Improved Critical, Remarkable Athlete, Additional Fighting Style, Superior Critical, Survivor||Canon||OGL||SRD-OGL v5.1|
|Eldritch Knight||Combines magic with martial prowess||Spellcasting, Weapon Bond, War Magic, Eldritch Strike, Arcane Charge, Improved War Magic||Canon, Pointer||Fair Use||Player's Handbook (5e)|
|Monster Hunter||These fighters specialize in opposing creatures of gothic horror.||Bonus Proficiencies, Combat Superiority, Hunter’s Mysticism, Monster Slayer, Improved Combat Superiority, Relentless||Pointer, UA||Fair Use||UA Gothic Characters|
|Nightstalker||Vampire/Witch/Ghost Hunter||Enmity, Esoteric Knowledge, Additional Fighting Style, Iron Resolve, Turn Creatures of Enmity, Strike of Enmity, Refuse to Die||User Creation||CC-BY-SA||Rlyehable|
|Psi Knight||These fighters utilize psychic power to augment their martial prowess.||Psionic Talent, Telekinetic Adept, Psi-Enhanced Metabolism, Bulwark of Force, Telekinetic Master||Pointer, UA||Fair Use||UA 2020 Psionic Options Revisited|
|Psychic Warrior||!Deprecated! These fighters utilize psychic power to augment their martial prowess.||Psionic Armament, Telekinetic Hand, Strength of Mind, Telekinetic Bulwark, Agonizing Strikes, Psychic Dreadnought|
|Samurai||These fighters embody an unbreakable fighting spirit.||Bonus Proficiency, Fighting Spirit, Elegant Courtier, Tireless Spirit, Rapid Strike, Strength before Death||Canon, Pointer||Fair Use||Xanathar's Guide to Everything|
|Scout||DEPRECATED! This subclass focuses on pathfinding||Bonus Proficiencies, Combat Superiority, Natural Explorer, Improved Combat Superiority, Relentless||Pointer, UA||Fair Use||UA Classics Revisited|
|Sharpshooter||This archetype focuses on ranged combat||Steady Aim, Careful Eyes, Close-Quarters Shooting, Rapid Strike, Snap Shot||Pointer, UA||Fair Use||UA Fighter|
|Warrior||Simple subclass for fighter. A reworking of user:Ghostwheel's Warrior (5e Class) into a fighter subclass.||Warrior's Technique, Formidable, Shuffling Steps, Versatile, Master Warrior||User Creation||CC-BY-SA||Rlyehable|
- Cavalier 
- Knight UA [ua]
- Monster Hunter [ua]
- Samurai 
- Scout UA [ua]
- Sharpshooter UA [ua]
Ability Score Improvement
}When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.